module: rename events -> systems, remove 'event arguments'
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
83d436ffa4
commit
22ac26b57e
19 changed files with 287 additions and 320 deletions
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@ -36,7 +36,7 @@ frame_render_pass: *gpu.RenderPassEncoder = undefined,
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pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const events = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.tick = .{ .handler = tick },
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@ -47,8 +47,8 @@ fn deinit(
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core: *mach.Core.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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) !void {
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sprite_pipeline.send(.deinit, .{});
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core.send(.deinit, .{});
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sprite_pipeline.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(
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@ -58,7 +58,7 @@ fn init(
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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) !void {
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sprite_pipeline.send(.init, .{});
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sprite_pipeline.schedule(.init);
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
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@ -68,7 +68,7 @@ fn init(
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const allocator = gpa.allocator();
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.send(.update, .{});
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sprite_pipeline.schedule(.update);
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// Create our player sprite
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const player = try entities.new();
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@ -76,7 +76,7 @@ fn init(
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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sprite.send(.update, .{});
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sprite.schedule(.update);
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game.init(.{
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.timer = try mach.Timer.start(),
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@ -91,7 +91,7 @@ fn init(
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.pipeline = pipeline,
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});
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core.send(.start, .{});
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core.schedule(.start);
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}
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fn tick(
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@ -128,7 +128,7 @@ fn tick(
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else => {},
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}
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},
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.close => core.send(.exit, .{}),
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.close => core.schedule(.exit),
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else => {},
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}
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}
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@ -181,10 +181,10 @@ fn tick(
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try sprite.set(game.state().player, .transform, Mat4x4.translate(player_pos));
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sprite.send(.update, .{});
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sprite.schedule(.update);
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// Perform pre-render work
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sprite_pipeline.send(.pre_render, .{});
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sprite_pipeline.schedule(.pre_render);
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// Create a command encoder for this frame
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const label = @tagName(name) ++ ".tick";
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@ -210,10 +210,10 @@ fn tick(
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// Render our sprite batch
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sprite_pipeline.state().render_pass = game.state().frame_render_pass;
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sprite_pipeline.send(.render, .{});
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sprite_pipeline.schedule(.render);
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// Finish the frame once rendering is done.
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game.send(.end_frame, .{});
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game.schedule(.end_frame);
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game.state().time += delta_time;
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}
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@ -229,7 +229,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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game.state().frame_render_pass.release();
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// Present the frame
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core.send(.present_frame, .{});
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core.schedule(.present_frame);
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// Every second, update the window title with the FPS
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if (game.state().fps_timer.read() >= 1.0) {
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@ -239,7 +239,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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"sprite [ FPS: {d} ] [ Sprites: {d} ]",
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.{ game.state().frame_count, game.state().sprites },
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);
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core.send(.update, .{});
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core.schedule(.update);
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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}
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